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Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
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@@ -528,7 +528,7 @@ public:
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virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
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virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
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virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
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virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0;
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virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0;
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/* DECAL API */
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@@ -871,7 +871,7 @@ public:
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virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
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virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0;
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virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0;
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virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0;
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virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;
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